Skyrim talk:Combat/Archive 1

Skyrim talk:Combat
This is an archive of past Skyrim talk:Combat discussions. Do not edit the contents of this page, except for maintenance such as updating links.


Is it possible to yield? Qazior 13:14, 17 November 2011 (UTC)

I believe you may attempt to yield by putting away/sheathing your weapon. Not all NPCs will accept your yield, and creatures never do. —Daniellibus ETC 13:16, 17 November 2011 (UTC)
barely any NPC accept a yield besides guards. what a shitty system, oblivion was much better in that matter. why not use a/x/e to yield? — Unsigned comment by (talk) at 13:54 on 14 December 2011
Yielding is pretty much only useful when you accidently hit people in populated areas. Although I never tried, I'm pretty sure you can't yield to any default-hostile NPC in the game. But agreed, there is potential. Why can't you yield to bandits and pay them some cash to let you go? But then again, you can just run away most of the time ... :/ 20:38, 16 December 2011 (UTC)
Why yield when you can kill them instead? Vyc Ðarkshådøw 21:36, 18 February 2012 (UTC)
I came across a traveling NPC named "Nord" that insulted me, i responded by using intimidation and a fight started between us, both times i sheathed my weapon, the Nord accepted my Yield. I have yet to test this against bandits. — Unsigned comment by (talk) at 07:38 on 28 December 2011

Critical hits?

So far, I haven't seen a word about what they actually do. 22:47, 25 November 2011 (UTC)

They just do more damage than normal. I don't use melee combat though.RIM 23:05, 1 December 2011 (UTC)
Sure, but what damage? Is it a number; is it a percentage? 10:46, 10 December 2011 (UTC)
For some talent it says how much the bonus damage for critical hits is. Depending on your perk level, I think it's 10/15/20% extra damage or something, and for other things (such as Dual Casting) the things carry over, so I think it's 10/15/20 (or whatever value it says in the perk) is used for all critical hits. 20:40, 16 December 2011 (UTC)

dual wield, not so good...

I found 2 handed to be far better than dual wielding. I'm sure some mods will be coming out soon but here are some problems. 1. trying to hotkey 2 weapons of the same type is problematic. 2. switchinng to a healing spell in one hand then trying to get your weapon back in that hand can be difficult. 3. in first person, the screen kinda goes nuts when you are swinging left and right hands continously, its like an earthquake. 4. clicking is tricky, IMO it should have been: one left click= swing right hand and automatically swing left hand quickly. right mouse button for block with that weapon. Can't wait for the mods :D — Unsigned comment by (talk) at 01:25 on 4 December 2011

Can't block when dual-wielding. Vyc Ðarkshådøw 21:37, 18 February 2012 (UTC)

Dual wield power attacks - daggers

With most weapons you hit 3 times, but dual daggers has a special animation that hits 5 times. Can anyone confirm, does that use x5 the stamina? -- 21:21, 5 December 2011 (UTC)

Drained 3 times just like dual wielding swords. — Unsigned comment by (talk) at 13:55 on 19 December 2011

Style Comparison section.

The sword and shield section of the style comparison has "Requires many perks to reach full potential".

First off "Full potential is far too vague a term", and secondly, in what way does it? If you assume full potential to be "every perk which could benefit it in some way unlocked" then sword and shield requires the same amount as 2 handed.

Possibly remove that downside and change it to "Lowest per hit and per second damage", as that is true (as archery isnt included in the comparison).

Not a particularily serious problem, but it does irk me somewhat, still I wouldnt want to change it if I am the only one that thinks it should be changed. JimmyDeSouza 08:00, 6 December 2011 (UTC)

Change it. Not too many people edit things, and no one will care if you change it. What you are saying is reasonable. Fact of the matter is, this is a game and... not a well balanced game. Some things are better than others, thus one should not purposely look for 'disadvantages' when there are none (e.g., everything is, by and large, much much better than unarmed; placing unarmed on the same continuum as the other 'styles', as if they are just as effective, is pretty silly imo!!!). -- 01:05, 10 December 2011 (UTC)
Similar issue: "Cannot block (barring Ward spells)." If you're going to switch what's in your hand anyway, of course you can block just as well as Ward. 10:42, 10 December 2011 (UTC)
To get all you can out of two-handed weapon blocking you need only 5 perks in Block. To get all out of shield, you need 13, or 8 more. So yes, it does require most perks. 15:30, 15 December 2011 (UTC)
I wonder what makes you think that. I used the Power Bash perk and following on my 2H char as well, so I got more out of it than the basic perks. 20:36, 16 December 2011 (UTC)

Shield Bash Stun Lock

I don't see any mention in this section of the tremendous benefit from using the shield as a weapon. It allows one to maximize defense by constantly blocking all attacks and also by preventing the opponent from taking any actions due to a constant stream of shield bashes.

A single bowl of vegetable soup or beef stew grants 12 minutes of shield-bashy goodness. Due to the constant regeneration of stamina provided by the soup or stew, you can shield bash constantly during its effect. --SDShannonS 20:34, 6 December 2011 (UTC)

It isnt unique to shields is why it isnt mentioned. You can do the same with a 2 handed weapon or bow (or holding a 1 handed weapon without a shield if you want to do that for no reason) 23:52, 7 December 2011 (UTC)
That's a valid point. I still think it deserves a mention in the Sword-and-Shield section. Or perhaps a mention in the general combat section as a strategy.--SDShannonS 01:14, 8 December 2011 (UTC)

Skyfoge Steel/Nord Hero weaponry

I heard that Skyforge Steel and/or Nord Hero weapons scale with the player level. Assuming that's true, as I still can't get anyone to confirm it, this would make them clear-cut best weapons in the game. While they will eventually rival Daedric/Ebony in damage, they're technically steel and thus second lightest weapons in the game after Iron. Since attack speed with both melee weapons and bows is based on weapon weight... well, you do the math. 06:51, 13 December 2011 (UTC)

My Skyforge Steel sword does indeed appear to be increasing in damage as I level up. So far it's gone from ~10 to 20 damage. 23:22, 1 January 2012 (UTC)
Skyforge Steel/Nord Hero weaponry do not scale in damage. Damage naturally increases when leveling the appropriate combat skill; Skyforge Steel and Nord Hero weapons are equivalent to Elven in damage, and weigh slightly less than Elven, as well, but their base damage does not improve. 08:24, 7 January 2012 (UTC)
Moreover, attack speed is not related to weapon weight - only stamina consumption by power attacks is. — Unsigned comment by (talk) at 17:59 on 9 January 2012
Skyforge Steel and Nord Hero weapons are equivalent to Elven in damage, and weigh slightly less than Elven, as well, but their base damage does not improve. 08:24, 7 January 2012 (UTC)
Moreover, attack speed is not related to weapon weight - only stamina consumption by power attacks is.
Can you prove that? 06:26, 7 February 2012 (UTC)


It's really wierd there's very limited unarmed resource player can use (1 perk, 2 enchants increases basic damage plus beast races), but there's still 2 finishing moves (to humanoid) for unarmed...any idea for this? — Unsigned comment by (talk) at 13:46 on 19 December 2011

I think Bethesda intended to do more with the unarmed combat style. In general it feels really awkward and not thought out at all in the current state of the game. It is also very weird Argonians hit far harder than most races and this not mentioned anywhere. But on the other hand, unarmed combat has never been a strong combat style in any elder scrolls game.... maybe it is actually intentional. — Unsigned comment by Unclejack (talkcontribs) at 20:24 on 19 December 2011
Unarmed was definitely cut late in development; differences between races, the enchanted gloves, Torvar in Jorrvaskr plainly stating that he can "throw a punch with the best of them"... let's hope most of the files are still in the game so it will be easy for modders to bring it back once the kit is out. 18:52, 21 December 2011 (UTC)
Argonians have hard scales instead of skin, and Khajiit have claws. Makes perfect sense why they hit harder. Vyc Ðarkshådøw 21:39, 18 February 2012 (UTC)
I guess they tried to make three styles (combat, stealth and magic) to have 6 skills, and 1 of them is crafting. That's why mysticism removed and shifted to other school (I still missed charm spell of illusion). For unarmed, with console it works, make my enchanting 600 then I can get a glove/ring with unamred damage 113. But lack of finishing moves agaist non humanoid though. — Unsigned comment by Templarphoenix (talkcontribs) at 05:13 on 3 January 2012

() The information given for maximum unarmed damage granted by enchantments is incorrect. If you have max enchanting, the enchanting perks and a purchased elixir to increase the damage then yes, it would cap at 14, but if you have max alchemy and the alchemy perks, you can make a better enchanting potion and get it even higher. I'm not sure how high, but without even having all the perks I was able to get it to 15, so I can imagine a few more points would be possible.

The maximum fortify unarmed enchantment you can achieve (without exploiting fortify restoration) is +18. And you can enchant gloves and rings for a total of +36 damage from the enchantments. --Razorsoup 02:42, 29 February 2012 (UTC)
How do you get +18? I assume you're talking about having a maxed out Alchemy skill and all perks that would improve Fortify Enchanting potions, but is this also using armor that improves Alchemy (5 pieces at once)? And if so, what improvement rating does each of these armor pieces provide to Alchemy? It bothered me a bit when I realized that there could potentially be a complicated loop allowing you to vastly improve your Alchemy by alternating between making Alchemy-boosting apparel and crafting Fortify Enchanting potions with it (which would be significantly more "legal" than the Fortify Restoration "glitch"). I don't know when/if said loop balances out, or if people actually consider it when discussing the "max" improvements you can make to enchantments/potions/smithing. — Unsigned comment by (talk)
There is a loop involving alchemy and enchanting that eventually hits a limit. The enchanting page mentions that with all relevant perks and maxed out skills, the greatest multiplier to base enchantment you can achieve is x3.65. As the base enchantment for unarmed damage is +5, the max would be 5*3.65 or 18.25. Enchantments are rounded down so it would actually be +18. This also assumes you don't exploit the fact that you can equip a falmer helmet and circlet at the same time giving you 5 alchemy enchantments instead of 4. I'm not sure if that would be enough to get even higher than +18 on the fortify unarmed enchantment. You should see the Enchanting Effects page for a discussion on how the strength of enchantments are calculated. --Razorsoup 20:19, 29 February 2012 (UTC)
Upon further testing, I have found that I was wrong about this. Using a potion of fortify enchanting +50% (obtained through hex editing) with 100 skill and all perks I still only get an enchantment of +16 for unarmed damage. As the highest strength potion you can create in game (33%) is less than 50%, there is obviously no way to get the +18 enchantment that I originally claimed without exploiting bugs. Looking at the formulas and my results I have come to the conclusion that the Insightful Enchanter perk does not apply to unarmed damage enchantments. Taking that into account, the highest enchantment for unarmed damage you should be able to get would be +14.6 (or +14 since the game rounds down). If you make use of the Falmer helmet/circlet bug to achieve a 37% potion, the max enchantment should only increase to +14.96 which would still round down to +14. --Razorsoup 14:38, 9 March 2012 (UTC)
This is impossible. As I said, I was able to get the enchantment to +15 WITHOUT maxing all the enchanting perks out or using the best armor. — Unsigned comment by (talk) at 19:45 on 13 March 2012

New Combat Styles

I think this list is a bit incomplete. For example, though there is 'sword and ward,' I use a war axe (sword) and a spell, typically conjuration and then switched to destruction. This allows me to use a ranged attack and a melee attack at the same time. This has been very effective.

Also, I tried this out after attaining the Shield of Ysgramor, I experimented with something my friends and I discussed a little. A shield and a spell. Yes, this looks very awkward, but it was rather effective for the short time I used it, though I never fought any dragons with it. A shield and a destruction spell allowed me to block attacks and use ranged attacks. I admit this is a bit unconventional, but it is still a combat technique. C 4 General F 00:38, 23 December 2011 (UTC)

My very first playthrough was a spellshield character and I discovered quite a few different strategies, most of which revolve around my beloved Targe of the Blooded. One thing I noticed was the targe's bleeding damage seemed to stack with multiple hits. For example, I would bash a bear three times and take away half his health and the rest would drain down to zero after a few seconds. When going against a melee enemy I tended to favor the flames spell. A staggered enemy from a single shield bash provides a short window to attack before they recover which I would use to set them on fire, dodge or block attacks until the fire burned out and then repeat the process to keep him taking constant burning damage. This preserves both stamina and magicka. After a while I adopted this strategy to fighting multiple opponents where I would light them all on fire and stagger each one as they recovered, juggling them and not allowing any to attack. If you can get the timing right you can destroy a roomful of enemies, no matter how powerful or what equipment they have, without taking a single hit. Taking a cue from the spartans, tight hallways can limit your attackers to two at a time making this much easier. Dragons can be tricky as devoting many points to stamina as I did often allowed dragons to use their finishing moves on me at full health. The best way to avoid this problem is to distract a landed dragon with a conjured ally and attack from the side where they cannot use their finishing moves. Dragons become stunned at a far lesser rate so don't rely on stun locking them, but try to stun them as much as possible as this will keep your conjured ally alive longer and stack the Targe's bleeding damage to insane levels.
I sincerely want a spellshield option added to this page simply because of how distinct the strategies and options are when compared to other combat styles.
--Doncapwn 06:32, 8 January 2012 (UTC)
I'm fine with the current page, but I agree with more combat styles. I personally use unarmed and dagger with a thieflike Khajiit; daggers DO attack instead of blocking if you put them in the correct hand. Many people seem to have a misconception about this, and I swear I'm the only person in the world who does this. Well, actually, I guess the page is fine. I apologize if this is too forum-like. ALSO, UNARMED+DAGGER KHAJIITS GOD DARNIT. Again, I apologize if this is too forum-like. — Unsigned comment by (talk) at 04:00 on 2 January 2012

Finish Moves

This is sad (and sometimes weird) seems onehand axes and maces share finish moves it's weird you decapitate someone with your "mace", and smash draugr's face with your "axe"....also this happens one dragon-slayng finishing moves, seems sharing with onehand sword though, you poke the dragon in head with your "mace" 4~5 times and it dies? — Unsigned comment by Templarphoenix (talkcontribs) at 05:07 on 3 January 2012

Shields and Stamina

On the page itself it claims that while blocking, stamina will slowly deplete in that stance. I've never once had that happen in any combat situation; The only time stamina drains while blocking is when shield bashing or blocking a hit. Holding the shield up doesn't drain stamina at all. (Xbox and PC confirmed) — Unsigned comment by (talk) at 18:03 on 5 January 2012

Finishing Moves on Fleeing Enemies

It seems that it's easier to do finishing moves on fleeing enemies. I got three consecutive backstab finishing moves with my dagger on stormcloak soldiers after a battle as they fled the castle. They were definitely at full health. No sneaking or stealth or power attack or anything. — Unsigned comment by (talk) at 08:00 on 8 January 2012

This is because each one counted as the last enemy in active combat. Finisher moves only require there to be one remaining active combatant, and fleeing enemies are not active. Therefore, each one you attack triggers it in a combat state, and counts as the last remaining enemy, and rolls for a finisher, all at once. — Unsigned comment by (talk) at 06:16 on 22 January 2012

Dual wielding doubles damage

The topic suggests that dual wielding doesn't double damage output because dual attacks take 50% longer, resulting in 33% gain. However, off-hand equipment appears to add its damage to any swing, and a dual attack is both weapons doubled resulting in (suppose equivalent weapons) 4 * damage / 1.5 = 266% dps gain over a regular single weapon attack, which seems fair as 2h weapons are, wild guess, ~188% gain. I'm sure I do more damage in a single main-hand regular attack while dual wielding than I do with a sword and shield. I can see added benefit in dual attack, because it applies enchantment from both weapons, making it a great deal more damage than a 2h can provide. — Unsigned comment by (talk) on 22 January 2012

Off-hand equipment does not add its damage to any swing. A dual attack is just an attack with each weapon, not each weapon doubled. Vardis 07:11, 22 January 2012 (UTC)
I think they meant double damage with 2 hits instead of one, not double "damage-over-time" as you seem to be explaining. Vyc Ðarkshådøw 21:42, 18 February 2012 (UTC)

New finishing moves text

The new stuff on finishing moves seems a little out of place to me in the "Using Weapons" section in the article in the amount of space given to it compared to everything else. Just speaking for me of course, but I'd also rather see less detail until some of the uncertainty is resolved. Such as when saying certain enemies seem to have no associated finishing move on them, terrain appears to affect them, some animations seem to play more than others, a one handed move seems to happen only with an empty left hand but may work with a spell. It's a lot of extra text to basically say that there are a lot of factors that determine when a finishing move happens and which one is triggered, and that the specifics haven't yet been determined. Maybe the new stuff could be moved to a finishing moves page instead? -Vardis 01:28, 29 January 2012 (UTC)

You're welcome to edit the section with anything you've observed. I felt like I needed to add some detail since the previous section on finishing moves was pretty vague. At the same time, there were some details I didn't feel 100% confident saying were definite, hence all the seems and whatnot. These are all observations I have made.
Someone might come along with data saying every finishing move has an equal chance of playing. However there have been several occasions where I just felt like doing finishing moves on the same end-of-dungeon boss or other particularly disliked npc, and noticed that one move seemed to happen far less often than others.
There were occasions where I wanted to do a finishing move on a particular npc but it just wouldn't enter into one, and I'd kill the npc over and over again trying to figure out why it wasn't working. In this latter case, I doubt anyone is going to come around with data explaining just what variance in elevation you can have between yourself and the enemy and have a finishing move still trigger.
Do finishing moves deserve their own page? Maybe, but I'd lean towards no. I listed just about every factor I could think of that influences the 'how' and 'why' of finishing moves, and I don't think that's enough information to warrant its own page. To make enough meat for that, you'd have to get into the 'what', and describe every finishing move, including a summary of what the move looks like, what weapons the move works with, etc. I don't think that's necessary; I think I covered the lion's share of questions people will have about finishing moves, and if the community judges that I made the section too long, go ahead and trim it down. -Trogdor — Unsigned comment by (talk) at 10:14 on 29 January 2012
Well, I can resolve one of them for you: having a spell in the left hand definitely doesn't stop finishing moves from happening. Aliana 11:57, 29 January 2012 (UTC)

() Here are the points that are overly wishy-washy, which is basically "all of them", except "last active enemy" which has long since had consensus and has been left in the article. Some, like "you need to be using weapon X to get animation Y" are sort-of interesting, but not actually relevant to combat: none of this is, in fact, but it's nice information if someone can find a more suitable page for it to go on. Aliana 12:25, 29 January 2012 (UTC)

  • Choice of weapon. Some finishing animations are unique to certain weapon types. For example, the greatsword animation where a humanoid opponent is stabbed through the middle and lifted off their feet.
  • The opponent being killed. Many enemies in the game (Example: Spriggans) seem to have no finishing moves associated with them.
  • Your position relative to the enemy. For example, there is a one-handed sword stab-through-the-middle execution that will only play if you're standing behind a humanoid opponent. There are also finishing moves which require your enemy to have surrendered and fallen down to their hands and knees.
    • It should be noted that your steath state has an affect as well. Eg, you can cut throats with a dagger. 20:42, 30 January 2012 (UTC)
  • The terrain: finishing moves appear to depend on relative elevation. While it's possible to enter into a finishing move animation on uneven terrain, it's far more likely to happen if both you and the enemy are standing on a flat, level surface.
  • Other nearby obstacles: If the enemy npc is too close to an object like a table, the enemy may just instantly die and collapse, interrupting the animation and leaving you standing there until enough time has passed and the game gives you back control of your character.
  • Chance: Some animations seem to play more often than others.
  • Slow Time: Finishing moves will not trigger while under the effects of the dragon shout Slow Time.

"no killmove for spriggans" is also wrong, unless it's a bug (which admittedly is hardly unlikely) - there are multiple animations for them, just like there are for pretty much every monster in the game ("help killmove 0" will list them all). Aliana 14:48, 29 January 2012 (UTC)

Have you ever performed a finishing move on a spriggan? A skeever, mudcrab, skeleton, ice wraith, or chaurus? I haven't, as far as I can remember.
In regards to length: I noticed that what I wrote wasn't really any longer or more nuanced than the section describing how to be most effective in unarmed combat. I guess I was thinking that over time, other editors would look over my notes and say 'oh yeah, I've noticed that trend too' and edit out the uncertainty, or edit out any parts that they've experienced to be false, shrinking the length of the section in either case.
In response to the worthiness of the information and relevance to the combat page: Well first of all I don't see how you can say it's not relevant to combat when what we're talking about is part of melee combat. :P That said, maybe it does deserve its own page. Someone who wants to know how finishing moves work is probably going to type 'finishing moves' into the search box, and right now that doesn't turn up anything relevant. So it either needs its own page or a redirect to whatever page this information ends up on, and then the short section on finishing moves on the combat page can also link to it. Other than the combat page, I don't see what other page this information would belong on, since we don't have a separate article for every type of melee weapon.
PS, what's causing the 'unsigned edit by my ip address' to get appended to all of my edits? Is that something a wiki bot is doing automatically or is someone doing that manually? If the latter, please cut it out. I don't want to register on the site nor do I want my ip address pasted on the talk page for everyone to see. Yes, I realize anyone can view it in the history.
-Trogdor — Unsigned comment by (talk) at 22:13 on 29 January 2012
I've performed finishing moves on skeevers and skeletons. The skeleton was a generic humanoid one, I cannot recall the details with the skeever. 20:42, 30 January 2012 (UTC)
You've performed finishing moves on skeletons? Really? All I ever get with skeletons is that they fly apart and their bones scatter all over the place. You are talking about skeletons and not draugr, right? If so, I'd love to see a screenshot of a skeleton finishing move if you can find or make one. -Trogdor — Unsigned comment by (talk) at 11:14 on 31 January 2012
"Have you ever performed a finishing move on a spriggan?" YES — Unsigned comment by (talk) at 04:50 on 30 March 2012
Unarmed combat is still COMBAT, which is what the page is for. You took a meaningless, purely cosmetic aspect of the game and slapped it right at the top of the page, forcing anyone who was looking for genuinely-useful information to have to wade through half a screenful of unrelated noise first. I'm not making a value judgement on the content itself, other than to say - as others have - that it's speculative at best and in some cases was outright wrong; but that even if it was correct and definitive this page would not be the right place for it, and especially not at the false prominence you gave it. If you feel the information is valuable, which you obviously do, work on it in a Sandbox and ask for a "Finishing Moves" page to be created to put it on once it's less nebulous and less inaccurate. Aliana 10:38, 31 January 2012 (UTC)
I respectfully disagree with your opinion that finishing moves are not part of combat. They are no less part of combat than the detailed information in the unarmed section detailing enchants that buff unarmed, races that get a bonus to unarmed, and so on. If you're truly so concerned that there's 'half a screenful of unrelated noise' at the top of the page, then maybe you should take your own advice and petition that unarmed should be given its own page, and this page's section truncated to a 'full information on unarmed is provided on the unarmed page' (Even though unarmed is not a skill), similar to the archery and block sections. Regardless, I don't appreciate the tone you've taken with me. I made an informative page edit with the intent of providing information where information was lacking, and welcomed feedback when it was moved to the talk page for discussion. This wiki was sorely bereft of information on how finishing moves function, and I don't think you have any business speaking condescendingly to those who, like you, are trying to improve the wiki. -Trogdor — Unsigned comment by (talk) at 11:14 on 31 January 2012
Double-clicking seems to result in more finishing move animations. Not sure though but that seemed to increase the finishing moves for me or it may just be that the character is getting stronger. Need more data. (Testing with low-level characters) — Unsigned comment by (talk) at 00:44 on 4 March 2012

Unlisted, Yet Effective, Combat Style

I myself have been using an obscure style that I seem to have invented, and no-one has picked up on it. I maxed out the perks in the Block tree, and leveled the first perk in One Handed to max. Thereon, I used the Targe of the Blooded and a Daedric dagger. All I would do is block an enemy, then bash and stagger, and attempt a finishing move. This worked so well, as power bashing while the enemy was staggered almost always started an execution move at any enemy health, for me at least. Good luck trying, if you must! (Doc Sawbones|Not Registered, Yet) 00:41, 1 February 2012 (UTC)

To be fair, that would still fall under weapon and shield. --Chill02 04:54, 12 February 2012 (UTC)

NPCs Surrendering

A lot (if not all) of NPCs fall to their knees and say something like, "I submit!" when they're almost out of health. Outside of brawls, is it possible for the combat to actually end here? I think I tried to yield once and it didn't work. Can you spare them, and if so, what happens next? 19:58, 2 February 2012 (UTC)

I don't know if it is the case for all of them, but there were several where I didn't deliver a killing blow because something interrupted me, and then the yielding NPC resumed combat with me after they got some health back. ESQuestion?EmailContribs 20:01, 2 February 2012 (UTC)
It seems to be more of a "Please don't kill me, i don't want to die!" move, so you turn away and they can cowardly attack you again. What would you expect from bandits, though? (And yes, i know not JUST bandits do this) Vyc Ðarkshådøw 21:44, 18 February 2012 (UTC)

Normal attack/power attack combo

Is it worth mentionning that you can cancel a normal attack by a power attack, thus making a 2 hit combo ? On X-Box 360, you quickly pull the trigger for the normal attack and immediately tap a second time, but hold the trigger. This way, the power attack comes out before the PC recovers form the normal one.

I tested it with one-handed swords only, by the way. 00:18, 1 March 2012 (UTC)

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